No Limitz Posted January 28, 2010 Posted January 28, 2010 The corner loop is hard, it has strict timing on the TK after 6A and the new hight limitation is contradicting some old CT habits... Worth the effort though. @No Limitz This combo only connect after CH 236B (no need for 5A either, Dash 6A works), if you saw it connect in some matches it's only because the other player didn't tech it on time. Also CH 236B > 5DD > stuff connects. Go for loop when in the corner. Ah ok. Do you guys also know what the conditions are for the dj.DD > 214D~C >dj.DD > 214D to connect all the way? I can execute it pretty consistently but i'm sure if the combo's too long there's enough time between the 214D~C to tech out.
kriaser Posted January 28, 2010 Posted January 28, 2010 Ah ok. Do you guys also know what the conditions are for the dj.DD > 214D~C >dj.DD > 214D to connect all the way? I can execute it pretty consistently but i'm sure if the combo's too long there's enough time between the 214D~C to tech out. I think it's just dependant on the number of hits you've done so far. If you've just done a 214D > 6DD > etc, I'm sure you'll have no problem getting off your said combo.
kenja0 Posted January 30, 2010 Posted January 30, 2010 I don't have access to CS atm, but I think I saw someone in a video use j214D~C and hit with it (late cancel) so they have somewhat less recovery time: False Rapid Cancel (yay?). Can someone confirm if this is possible?
Antihippy Posted January 30, 2010 Posted January 30, 2010 I'm pretty sure j214DC doesn't have a hitbox. edit: whoops. Missed a letter.
kriaser Posted January 30, 2010 Posted January 30, 2010 I don't have access to CS atm, but I think I saw someone in a video use j214D~C and hit with it (late cancel) so they have somewhat less recovery time: False Rapid Cancel (yay?). Can someone confirm if this is possible? I'm not sure what you mean. j214DC doesn't hit anything. It's just a cancel move to prevent recovery while falling. It won't ever cause damage.
Halcyone3 Posted January 30, 2010 Posted January 30, 2010 to be more specific, once j.214D is able to hit the enemy you can no longer use C to cancel it.
RinHara5aki Posted February 2, 2010 Posted February 2, 2010 I need help with Lambda zoning. Badly. In CT, nu's zoning was brainless, her act parcer and 236d's after combo > 214d were just normal stuff... but now its different. How do people use 236a/b/c non-midcombo? After blocked 2d's or 6d's? And since 214d replaced 236d in CS for wake up games, what do you do after usuall? Bait them and 2d/6d them? My most difficult part is missing swords, which is cruicial with lamda, not so much with Nu.. her recovery after a missed sword compared to a hit confirm or block or just hit is rediculous. People have jumped the entire screen and j.c'd me while I missed my pathetic 6d. It gets old after awhile. And also, is there a more damaging combo after 3c that doesn't involve 2147d (Because I suck at it) besides this one I use as my BnB-? 3c -> 214a -> 5c -> 6c -> 236c -> 66 -> 5c -> 6c -> 6d -> 2d -> j.dd -> dj.2dd -> 214d (3XXX) Help?
Antihippy Posted February 2, 2010 Posted February 2, 2010 This is how I do it. (or attempt to anyway) Zoning the main strats are 5D> 236B for low mixup, 4DD for overhead, 236A for throw mixup or if spaced right you can go for 2147D/3C mixup, and 214D for pressure. Most of the ground zoning I do however is j. 2DD > j. 214 D/DC simply because it's the safest. 214D you have a few options. If they jump over it 2D, if they block it in the air errr, 6D? Can't really remember. If they bock it on the ground, 5D > mixup. If you hit them, depending on how high or far away they are go for 6DD> combo or 5DD>236C combo. I'm not sure how to determine it. AA zoning is still the same really, though 2C is not a reliable anti-air anymore. 6A is your best option now. For block 2Ds and 6Ds I do j. DD > j. 214DC to either dash forward melee pressure or dash back. Mostly dash back though. 236C is best used for far anti-air, or if your opponent is far enough you can do it sometimes to catch them off guard or at least break a primer. Not a move you'll use often though, but it's something you'll want your opponent to watch out for. Learn the spacing of it. List of BnBs can be found in the combo thread. For bigger damage combos the ones i go for are the ones starting with AA 6A, 214D and 236C. By no means a pro strat, but that's how I roll. And I'm still adapting to her and trying to improve my poor execution, but I hope that you can learn something from this anyway. :P edit: oh yeah, also, go for air throws. it's really one of her better options now. And if you have meter RC into 236C.
EiseneFaust Posted February 2, 2010 Posted February 2, 2010 edit: oh yeah, also, go for air throws. it's really one of her better options now. And if you have meter RC into 236C. The group I play with makes fun of Rachel since most of her BnBs can't do more damage than Lambda's air throw. 2000 damage is nice
germanturkey Posted February 6, 2010 Posted February 6, 2010 so if /\'s 236236d super keeps an enemy blocking in the air http://www.nicovideo.jp/watch/sm9617016 like in the 5th round of match 2, wouldn't it be beneficial to parser c them?
kriaser Posted February 6, 2010 Posted February 6, 2010 so if /\'s 236236d super keeps an enemy blocking in the air http://www.nicovideo.jp/watch/sm9617016 like in the 5th round of match 2, wouldn't it be beneficial to parser c them? You can still barrier block 236C. But if you're talking breaking primers, 214D(or DC, depending range I suppose) would be a better choice since they couldn't avoid it in time, even if 236236D is shortened in its active time.
germanturkey Posted February 7, 2010 Posted February 7, 2010 ah, i thought air unblockable meant through barrier as well.
kriaser Posted February 7, 2010 Posted February 7, 2010 I'm pretty certain you can barrier it. I don't have much experience with it, I'll try to look into it more.
Antihippy Posted February 7, 2010 Posted February 7, 2010 You can barrier it. 6A and 2C are air unblockables too.
blitz Posted February 13, 2010 Posted February 13, 2010 http://d.hatena.ne.jp/video/niconico/sm9696075 13:05 - airthrow -> RC, land, 214D? am I behind the times? Never saw this before...
severin Posted February 13, 2010 Posted February 13, 2010 http://d.hatena.ne.jp/video/niconico/sm9696075 13:05 - airthrow -> RC, land, 214D? am I behind the times? Never saw this before... Worked in CT too.
kriaser Posted February 17, 2010 Posted February 17, 2010 Shorter active time. It's not as long of an animation as it was in CT.
mAc Chaos Posted February 17, 2010 Posted February 17, 2010 ^Do you mean the period as she raises her hands to begin the super is shorter, or the duration of swords being fired?
toanenadiz Posted February 17, 2010 Posted February 17, 2010 The duration of the swords being fired is shorter. Not sure if the beginning of the super is shorter. Doesn't seem like it is.
kenja0 Posted February 19, 2010 Posted February 19, 2010 I think the startup is slightly faster since a croucher hit with 4DD>236236D combos (unless hitstun from 4DD is longer w/o any types of counterhits). In CT, I don't ever recall 236236D having anything to combo off of other than itself or a RC'ed move. But there is no doubt that the active frames are much shorter than they were before. I think it was reduced to about 2 seconds as opposed to 4. Not much reaction time- if shot from far away, you can run up and 'probably' do one mixup attack (or fake into a mixup attack) OR do a single 236X move. If you're close, you can possibly do two.
Emjay Posted February 19, 2010 Posted February 19, 2010 In CT, I don't ever recall 236236D having anything to combo off of other than itself or a RC'ed move. In CT you could combo 5DD>236236D, 4DD>236236D and 5DD>4DD>236236D. I loved it to hit someone with little HP and a Burst left, who was the full screen away after a knockdown, with 4DD and combo it into 2x 236236D for the kill.
kenja0 Posted February 19, 2010 Posted February 19, 2010 Are these counterhit? I guess I never noticed since I always attempted the most damaging combos for Nu. I'd rather put that 50 Heat into a Rapid Cancel or a Counter Assault.
kriaser Posted February 19, 2010 Posted February 19, 2010 You don't need a counter hit for 5DD > 236236D to work. It's just rather precise timing. Buffering helps here. It's like what Emjay said, it's useful for solid damage since they cannot burst during it.
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